Authors :
Dr. Kumaresan Chandrasekaran; Shrikant Taware; Dr. Ghouse Mohiyaddin Sharif G. M.; Aatif Abdulsamed Mureed Albalushi
Volume/Issue :
Volume 10 - 2025, Issue 11 - November
Google Scholar :
https://tinyurl.com/49bn5m4u
Scribd :
https://tinyurl.com/ysj9k5d6
DOI :
https://doi.org/10.38124/ijisrt/25nov1183
Note : A published paper may take 4-5 working days from the publication date to appear in PlumX Metrics, Semantic Scholar, and ResearchGate.
Abstract :
Gamification is increasingly transforming learning experiences in universities worldwide, and Oman is beginning to
explore its full potential. Although significant opportunities exist, many remain underutilized. In Alignment with Oman Vision
2040’s goal of fostering a skilled, innovative, and digitally literate workforce, this research brings together recent empirical
evidence, case studies, and insights from educators to highlight the opportunities and challenges of implementing gamification
in Omani higher education. After critically reviewing the literature and examining local realities, findings reveal clear promise
gamification can boost engagement and support crucial skill development. However, real obstacles persist infrastructure gaps,
entrenched cultural perceptions, and policy misalignments. This paper clarifies what works, what challenges exist, and what
strategic steps are needed to advance gamification in higher education across Oman.
Keywords :
Gamification, Higher Education, Oman, Vision 2040, Digital Engagement, Motivation, Educational Innovation.
References :
- Aguiar-Castillo, L., et al. (2022). Gamification: A motivation metric based on a Markov model. International Journal of Emerging Technologies in Learning, 17(13), 17–34.
- Ajrsp. (2025). Gamification in Higher Education: Motivational Drivers from Omani Vocational Colleges. Academic Journal of Research and Scientific Publishing, 7(78), 24–28.
- Al Sakiti, M. K., Shaukat, M. R., Kukreti, M., Jain, V., & Aziz, M. F. (2025). Unveiling students' intentions towards gamification adoption in Oman’s higher education institutions. International Journal of Innovative Research and Scientific Studies, 8(3), 1745–1758.
- Al Wahaybi, R. H. (2025). Gamification in Higher Education (Motivational Drivers from Omani Higher Education). Academic Journal of Research and Scientific Publishing, 7(78), 22–43.
- Baah, C., Govender, I., & Rontala Subramaniam, P. (2023). Exploring the role of gamification in motivating students to learn. Cogent Education, 10(1), 2210045.
- Cheong, C., Filippou, J., & Cheong, F. (2014). Toward the gamification of learning: Investigating student perceptions of gamified course design. British Journal of Educational Technology, 45(6), 1155–1166.
- Dicheva, D., Dichev, C., Agre, G., & Angelova, G. (2015). Gamification in education: A systematic mapping study. Educational Technology & Society, 18(3), 75–88.
- de-Marcos, L., Garcia-Lopez, E., & Garcia-Cabot, A. (2016). On the effectiveness of game-like and social approaches in learning: Comparing educational gaming, gamification & social networking. Computers & Education, 95, 99–113.
- Huseinović, L. (2024). The effects of gamification on motivation and achievement in EFL in higher education. MAP Education and Humanities, 4, 10–36.
- Dahri, Nisar & Yahaya, Noraffandy & Al-Rahmi, Waleed & Almuqren, Latifah & Almgren, Abeer & Alshimai, Abdulrahman & Al-Adwan, Ahmad. (2025). The Effect of AI Gamification on Students’ Engagement and Academic Achievement: SEM Analysis Perspectives. IEEE Access. PP. 1-1. 10.1109/ACCESS.2025.3560567.
- Shannaq, B., & Alabri, A. (2024). Evaluating e-learning integration: Impact on academic standards and strategic importance of higher education in Oman as a competency model for the gulf region. Journal of Infrastructure, Policy and Development, 8(16), 10807. doi:http://dx.doi.org/10.24294/jipd10807
- MOHERI. (2025). Oman Higher Education Report 2025: Empowering Higher Education for Vision 2040. Ministry of Higher Education Research and Innovation.
- Rincon-Flores, E. G., & Santos-Guevara, B. N. (2021). Gamification during COVID-19: Promoting active learning and motivation in higher education. Australasian Journal of Educational Technology, 37(5), 43–60.
- Rodrigues, L., Pereira, F.D., Toda, A.M. et al. Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study. Int J Educ Technol High Educ 19, 13 (2022). https://doi.org/10.1186/s41239-021-00314-6
- Ryan, R. M., & Deci, E. L. (2017). Self-determination theory: Basic psychological needs in motivation, development, and wellness.
- The Guilford Press. https://doi.org/10.1521/978.14625/28806
- Sailer, Michael & Hense, Jan & Mandl, Heinz & Klevers, Markus. (2013). Psychological Perspectives on Motivation through Gamification. Interaction Design and Architecture(s) Journal. 19. 18-37. 10.55612/s-5002-019-002.
- Shaukat, M. R. et al. (2025). Exploring the dynamics of playing for knowledge: Unveiling students’ intentions towards gamification adoption in Oman’s higher education institutions. International Journal of Innovative Research and Scientific Studies, 8(3), 1745–1758. https://doi.org/10.53894/ijirss.v8i3.6882
- Sotirov, S., et al. (2023). Gamified group tasks and creativity gains in higher education. Education Sciences, 13(2), 165–183.
- Wahaybi, Dr. (2025). Gamification in Higher Education (Motivational Drivers from Omani Higher Education). Academic Journal of Research and Scientific Publishing. 7. 22-43. 10.52132/Ajrsp.e.2025.78.2.
- Sailer, Michael & Homner, Lisa. (2020). The Gamification of Learning: a Meta-analysis. Educational Psychology Review. 32. 77-112. 10.1007/s10648-019-09498-w.
Gamification is increasingly transforming learning experiences in universities worldwide, and Oman is beginning to
explore its full potential. Although significant opportunities exist, many remain underutilized. In Alignment with Oman Vision
2040’s goal of fostering a skilled, innovative, and digitally literate workforce, this research brings together recent empirical
evidence, case studies, and insights from educators to highlight the opportunities and challenges of implementing gamification
in Omani higher education. After critically reviewing the literature and examining local realities, findings reveal clear promise
gamification can boost engagement and support crucial skill development. However, real obstacles persist infrastructure gaps,
entrenched cultural perceptions, and policy misalignments. This paper clarifies what works, what challenges exist, and what
strategic steps are needed to advance gamification in higher education across Oman.
Keywords :
Gamification, Higher Education, Oman, Vision 2040, Digital Engagement, Motivation, Educational Innovation.